Edit: It plays but not perfectly, the game seems of. The player and enemy placement is not matching the background tiles.

I compared the first level first screen between the game on NES an emulator and they use different tile placement, its not of just another page of memory or something. So not perfect yet, the enemy placement, sprite and movement is correct. But background graphics and obstacles are placed differently.

Edit: It plays but not perfectly, the game seems of. The player and enemy placement is not matching the background tiles.

Huh. Could be a misunderstanding of how the registers at $4100-$4103 are supposed to work. Which emulator are you testing with? IIRC things that are not FCEUX are more incorrect for this specific mapper.

Also, maybe check what lines you can remove from the sequence I gave you to see what's necessary?

I compared the first level first screen between the game on NES an emulator and they use different tile placement, its not of just another page of memory or something. So not perfect yet, the enemy placement, sprite and movement is correct. But background graphics and obstacles are placed differently.

Seems to work correctly if I fix the nametable mirroring. (It should be Vertical, not Horizontal).

In summary, omitting the write to 0xFFFF flips the two PRG banks around. No idea what it'd do if there were more PRG banks, as on Strike Wolf.

Ok, now for more silly questions:Does it matter what value is in cpu_write(d, 0x4100, 0);? Currently the game writes 0; what happens if it's 0x10, 0x20, or 0x30?Does it matter what value is written to 0xFFFF? Do the address lines matter at all, other than ≥ 0x8000?Does it matter what the address lines are in cpu_write(d, 0xFFA0+i, (i<<4));? e.g. what if it were 0x8000 instead of 0xFFA0+i ?

Its not a game I am collecting so unfortunately I cannot test it. But great work man getting the policeman working. I have not been able to find this rom anywhere online so its really nice to have it dumped.

Does anything happen if you have multiple cpu_write(d, 0x4100, whatever); in a row?Does anything happen if you have multiple cpu_write(d, 0xFFFF, 0xFF); in a row?Could you measure the voltage on 05-00002-010 pin 3 = PRG pin 1 while you're dumping the game? It should either be high then low, or low then high.

It'd be nice if there were a way to get the Kazoo to read from the ports at 0x4100-0x4103 ... oh, maybe there's a way to repurpose Kazoo's save RAM reading:

Does anything happen if you have multiple cpu_write(d, 0x4100, whatever); in a row?

Nope, works just as good, tried up to five writes.

lidnariq wrote:

Does anything happen if you have multiple cpu_write(d, 0xFFFF, 0xFF); in a row?

Also make no difference.

lidnariq wrote:

Could you measure the voltage on 05-00002-010 pin 3 = PRG pin 1 while you're dumping the game? It should either be high then low, or low then high.

Start at 5V after reset of Kazzo, starts dumping and it switches to 0V, half way through the PRG it goes back to 5V. If I remove the cpu_write(d, 0xFFFF, 0xFF); line it will have the reverse behavior starting at 5V when you start duping and go to 0V after half the PRG.

lidnariq wrote:

Thanks for having the patience and/or curiosity to actually figure out what's going on, even though you already have a functioning dump!

Not too clear, but most settings are default exactly the way they are when the program is first downloaded. The only thing gets adjusted is of course the script. the colordreams script is available in the drop-down list.

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